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	<title>Comments on: Actor or Audience Member? Interaction&#8217;s Dual Demands</title>
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	<link>http://mashedmarket.com/2008/09/19/actor-or-audience-member-interactions-dual-demands/</link>
	<description>EXCERPTS AND ESSAYS FROM THE EXPANDING SPACE OF GAMES</description>
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		<title>By: Lucid Gaming: Being Aware That You Are Playing While Playing &#171; (mashedmarket)</title>
		<link>http://mashedmarket.com/2008/09/19/actor-or-audience-member-interactions-dual-demands/#comment-226</link>
		<dc:creator>Lucid Gaming: Being Aware That You Are Playing While Playing &#171; (mashedmarket)</dc:creator>
		<pubDate>Mon, 16 Feb 2009 17:45:17 +0000</pubDate>
		<guid isPermaLink="false">http://mashedmarket.com/?p=732#comment-226</guid>
		<description>[...] stage. But playing Flower totally explains it! Way back when, I tried to fumble my way through a discussion of audience space in games. And now here&#8217;s a title that really IS &#8220;like slipping into a hot bath;&#8221; one that [...]</description>
		<content:encoded><![CDATA[<p>[...] stage. But playing Flower totally explains it! Way back when, I tried to fumble my way through a discussion of audience space in games. And now here&#8217;s a title that really IS &#8220;like slipping into a hot bath;&#8221; one that [...]</p>
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		<title>By: mtvernon</title>
		<link>http://mashedmarket.com/2008/09/19/actor-or-audience-member-interactions-dual-demands/#comment-105</link>
		<dc:creator>mtvernon</dc:creator>
		<pubDate>Mon, 22 Sep 2008 22:59:35 +0000</pubDate>
		<guid isPermaLink="false">http://mashedmarket.com/?p=732#comment-105</guid>
		<description>I often liken my experience of a particular work to whether or not it took me on a journey or for a ride. The two pieces described above -- Days of Heaven and &lt;i&gt;Yankee Hotel Foxtrot&lt;/i&gt; -- those are journeys. Something like Requiem for a Dream, on the other hand -- that&#039;s a ride. A journey allows one time to explore, whereas rides drop people off at a given destination. 

One of my favorite things about games is that they defy this kind of easy characterization. A game will generally offer players a bit of both experiences. 

But I&#039;m not sure where I was going with all that, and perhaps it&#039;s fodder for an entirely different post...

You&#039;re absolutely right to suggest &lt;i&gt;Animal Crossing&lt;/i&gt; as a game that allows for plenty of time and reflection. If you aren&#039;t sure what to do next and simply leave your avatar free to stand and swing his or her arms, well, big deal...it fits. And that&#039;s a rare and wonderful synergy most games neglect in favor of strong motivation toward progress.

Not exactly sure what to expect from &lt;i&gt;Flower&lt;/i&gt;, but it definitely sounds as if thatgamecompany wants to make some strides in uniting pace with player discovery and motivation.

Wow. I&#039;ll have to be on the lookout for that Tim Schafer quote! No doubt in my mind that he&#039;d be able to put it better than I.</description>
		<content:encoded><![CDATA[<p>I often liken my experience of a particular work to whether or not it took me on a journey or for a ride. The two pieces described above &#8212; Days of Heaven and <i>Yankee Hotel Foxtrot</i> &#8212; those are journeys. Something like Requiem for a Dream, on the other hand &#8212; that&#8217;s a ride. A journey allows one time to explore, whereas rides drop people off at a given destination. </p>
<p>One of my favorite things about games is that they defy this kind of easy characterization. A game will generally offer players a bit of both experiences. </p>
<p>But I&#8217;m not sure where I was going with all that, and perhaps it&#8217;s fodder for an entirely different post&#8230;</p>
<p>You&#8217;re absolutely right to suggest <i>Animal Crossing</i> as a game that allows for plenty of time and reflection. If you aren&#8217;t sure what to do next and simply leave your avatar free to stand and swing his or her arms, well, big deal&#8230;it fits. And that&#8217;s a rare and wonderful synergy most games neglect in favor of strong motivation toward progress.</p>
<p>Not exactly sure what to expect from <i>Flower</i>, but it definitely sounds as if thatgamecompany wants to make some strides in uniting pace with player discovery and motivation.</p>
<p>Wow. I&#8217;ll have to be on the lookout for that Tim Schafer quote! No doubt in my mind that he&#8217;d be able to put it better than I.</p>
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		<title>By: Iroquois Pliskin</title>
		<link>http://mashedmarket.com/2008/09/19/actor-or-audience-member-interactions-dual-demands/#comment-102</link>
		<dc:creator>Iroquois Pliskin</dc:creator>
		<pubDate>Sun, 21 Sep 2008 05:40:50 +0000</pubDate>
		<guid isPermaLink="false">http://mashedmarket.com/?p=732#comment-102</guid>
		<description>Tim Schafer one likened a game protagonist to an actor who steps on stage, and everyone there has the script except for him.  (I&#039;ve never been able to track this quote down.)

In general this feature of games means that the player need to be heavily engaged-- you don&#039;t know what the next act is going to be or the next challenge the game is going to throw at you.  there&#039;s always this need for progress

But on the other hand there are a lot of games that cultivate this easy familiarity with the games rules, kind of like what you describe.   Animal crossing is a good example of a game where there&#039;s almost this stasis-- you had only a few basic tasks (fishing, planting trees, or whatever) and you always kind of knew what to expect.  

This kind of game was never-- sublime, I guess-- the way that Malick&#039;s film or Yankee Hotel Foxtrot was.  Soothing maybe.  From what I have heard about the game &quot;Flower,&quot; an upcoming PS3 title, it aims for something like this.</description>
		<content:encoded><![CDATA[<p>Tim Schafer one likened a game protagonist to an actor who steps on stage, and everyone there has the script except for him.  (I&#8217;ve never been able to track this quote down.)</p>
<p>In general this feature of games means that the player need to be heavily engaged&#8211; you don&#8217;t know what the next act is going to be or the next challenge the game is going to throw at you.  there&#8217;s always this need for progress</p>
<p>But on the other hand there are a lot of games that cultivate this easy familiarity with the games rules, kind of like what you describe.   Animal crossing is a good example of a game where there&#8217;s almost this stasis&#8211; you had only a few basic tasks (fishing, planting trees, or whatever) and you always kind of knew what to expect.  </p>
<p>This kind of game was never&#8211; sublime, I guess&#8211; the way that Malick&#8217;s film or Yankee Hotel Foxtrot was.  Soothing maybe.  From what I have heard about the game &#8220;Flower,&#8221; an upcoming PS3 title, it aims for something like this.</p>
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		<title>By: mtvernon</title>
		<link>http://mashedmarket.com/2008/09/19/actor-or-audience-member-interactions-dual-demands/#comment-100</link>
		<dc:creator>mtvernon</dc:creator>
		<pubDate>Fri, 19 Sep 2008 19:35:04 +0000</pubDate>
		<guid isPermaLink="false">http://mashedmarket.com/?p=732#comment-100</guid>
		<description>The above photo came from Jenni Källberg&#039;s Pixelninja: Art and Cosplay.  Check out more of her stuff at &lt;a&gt;http://pixelninja.se/&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>The above photo came from Jenni Källberg&#8217;s Pixelninja: Art and Cosplay.  Check out more of her stuff at <a>http://pixelninja.se/</a>.</p>
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